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climbing down then falling the rest of the way. RAW?


Clement

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Fun times rules talk from over on the Facebook group.

One of the basic movements I've been using for years now (and seen at every tournament for that matter) is that when presented with something like a Ht 3 cliff, a model could opt to climb down the top inch of it to Ht 2, and then begin lateral movement again, effectively falling the remaining 2 inches and taking no damage.

Based on RAW, is there any clean justification for this?  The best I could come up with is that climbing is part of moving, so would be subject to the normal movement restrictions that let you change direction while moving.  That feels weak though.

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Based on RAW there are almost no rules for climbing. I think this bit on page 44 of the small book is about it:

Models may move vertically up and down terrain with the climbable trait. Vertical
movement costs double the distance moved. Climbable terrain does not include
things like stairs or slopes, but rather refers to terrain that requires some effort to
scale (such as a ladder or cliff).
Models moving off elevations and falling suffer no damage if the fall was 2” or less.
If the fall was more than 2” the fall deals 1 damage per 1”, or fraction thereof, fallen.
Example: A model that falls off of a Ht 4 cliff would suffer 4 damage. A model that
falls from a Ht 6 cliff but lands on a Ht 3 surface would suffer 3 damage.

Climbable on p 73

Climbable - Models may move vertically up and down terrain that is climbable (see
pg. 44). Moving vertically costs double the distance moved. For instance, 1” of
movement would be treated as 2” of movement.

 

Some people said it was explicitly allowed in m1e. Not sure if that should have any bearing on m2e.

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For the record, copy/paste from the 1.5 book:

Quote

Falling
If a model without Flight or Float is moved off an elevation by a game effect or elects to fall down from an elevation, place the model at the base of the elevation. A model falling at least 3” suffers a Damage Flip of 2/4/6 for each full 3” fallen. Total the Damage Flips and inflict that amount of damage on the model (Damage, p.42). These Damage Flips may not be Cheated. Models with bases overlapped by the falling model after it lands are Pushed away from the model’s base in a direction of their controller’s choosing until their bases are no longer covered by the fallen model. 

So it was explicitly allowed in the previous edition to just chose to fall.

But, then again, that edition used to also allow falling on top of people.

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